WTS/game/scripts/wardrobe/reactions.rpy
LoafyLemon b28a3e250d Refactor variables - Part 1
* Added get_character_scheduling function
* Removed update_interface_color calls (Redundant)
* Redesigned variable naming convention to simplify assignment and lookup
* Removed counter_class (Superseded)
* Removed DynamicDisplayable CG implementation (Superseded)
2023-03-31 23:41:48 +01:00

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init python:
def wardrobe_check_category(category):
req = get_character_requirement(states.active_girl, "category {}".format(category))
flag = get_character_progression(states.active_girl)
return (flag >= req)
def wardrobe_check_touch(what):
req = get_character_requirement(states.active_girl, "touch {}".format(what))
flag = get_character_progression(states.active_girl)
return (flag >= req)
def wardrobe_check_equip(item):
req = item.level
flag = get_character_progression(states.active_girl)
return (flag >= req)
def wardrobe_check_unequip(item):
req = get_character_requirement(states.active_girl, "unequip {}".format(item.type))
flag = get_character_progression(states.active_girl)
return (flag >= req)
def wardrobe_check_equip_outfit(item):
req = max((i.level for i in item.group))
flag = get_character_progression(states.active_girl)
has_bra = any(i.type == "bra" for i in item.group)
has_panties = any(i.type == "panties" for i in item.group)
if not has_bra:
req = max(req, get_character_requirement(states.active_girl, "unequip bra"))
if not has_panties:
req = max(req, get_character_requirement(states.active_girl, "unequip panties"))
if any(i.type.startswith(("piercing", "tattoo")) for i in item.group):
req = max(req, get_character_requirement(states.active_girl, "category piercings & tattoos"))
return (flag >= req)
def wardrobe_check_blacklist(item):
if not item.blacklist:
return True
req = max( ( get_character_requirement(states.active_girl, "unequip {}".format(i)) for i in item.blacklist ) )
flag = get_character_progression(states.active_girl)
return (flag >= req)
def wardrobe_fallback_required(item):
fallbacks = {"top", "bottom", "bra", "panties"}
char = get_character_object(states.active_girl)
req = [get_character_requirement(states.active_girl, "unequip {}".format(i)) for i in fallbacks if not char.is_equipped(i) and not i in char.blacklist]
if not req:
return False
req = max(req)
flag = get_character_progression(states.active_girl)
return not (flag >= req)
def wardrobe_react(what, arg):
global _skipping
if wardrobe_chitchats:
_skipping = True
renpy.suspend_rollback(False)
renpy.hide_screen("wardrobe")
renpy.hide_screen("wardrobe_menuitem")
renpy.hide_screen("wardrobe_outfit_menuitem")
renpy.show("gui_fade", zorder=10, behind=get_character_tag(states.active_girl))
renpy.block_rollback()
renpy.call(get_character_response(states.active_girl, what), arg)
return